Hey all. I've had two games in a row against a friend of mine who runs hellcannons in his WoC army. Now the first game I didn't realize they could move and attack so effectively and they mowed down my poor chameleons set up right in front of them before I got off many poison attacks. Then they tarpitted my stegadons the whole game while the rest of my army got slaughtered. Second game I played, he one-shotted both my stegadons (one on turn 1 and the other on turn 2). He then went on to tarpit my units again. I hate to call things overpowered but these 205 pt warmachines keep taking my army apart. I am already paranoid about warmachines and never take a list without at least one unit of terradons and one unit of chams. But my terradons will get demolished attacking one of these monsters and my chameleons can't put out enough poison to kill them quickly enough (5 wounds plus the 3 crew member "ward saves"). Tell me what I'm missing so these infernal machines don't continue to haunt my dreams...
This might actualy be a case where you would want a unit of three razordons. (they can shoot 3 autilialy dice of shots and are decent in close combat)
Only thing is, it's T6. S4 shots without poison are only likely to make it mad... I think it might count as a daemon for rules purposes. If so, lore of light signature spell might get it. It's also I1; I've trapped them in pit of shades before. A mounted scar veteran with a great weapon and some good defensive gear can also maneuver through the lines and put a dent in it.
Yeah, you're not going to take it down through conventional means. Just drop a 'Pit' or 'Dwellers' onto it, it'll die.
Standard skinks with blowpipes rather than chams, at least 2 units of 10 with the object of keeping it out of the battle for as long as possible with any wounds as a bonus. It is an under pointed monster against most armies, but even worse for us. Another option is a skrox unit, if you can get it into combat. Don't forget to shoot the javalins.
I've run into this issue as well. Its quite the warmachine as it cant really be dealt with in a conventional manner (Chameleons or Terradons). I tried to get out of its LOS and shoot it with my chameleons but it ended up misfiring and rampaging and gobbled them up on turn 2. It then proceeded to cause havoc to a unit of saurus warriors. I think I agree that magic is the best way to deal with it. Its a much better option than our Ancient Stegadon in my mind and 70 points or so cheaper, but maybe the poison darts from the stegadon would have a chance of putting some hurt on it as well.